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Actas Matvi 2008 I JORNADAS DE ALUMNOS DE INFORMÁTICA SOBRE JUEGOS: MATEMÁTICA RECREATIVA E IMPLEMENTACIÓN DE VIDEOJUEGOS (MATVI 2008) Proyecto de innovación Educativa PIE07-084 subvencionado por el Servicio de innovación Educativa y el Servicio de Enseñanza Virtual y Laboratorio Tecnológicos de la Universidad de Málaga. PRESENTACIÓN Este volumen recoge los resúmenes de los trabajos presentados por los alumnos que han cursado las asignaturas Implementación y creación de videojuegos y matemática recreativa durante el curso 2007-08 (primer cuatrimestre). Los trabajos completos, junto a material adicional, han sido incluidos en un CD que acompañan a este volumen. Las Jornadas han sido preparadas bajo las directrices marcadas en el proyecto de innovación Educativa PIE07-084 subvencionado por el Servicio de innovación Educativa y el Servicio de Enseñanza Virtual y Laboratorio Tecnológicos de la Universidad de Málaga. La finalidad de este volumen es la de ser considerado como las actas de las I JORNADAS DE ALUMNOS DE INFORMÁTICA SOBRE JUEGOS: MATEMÁTICA RECREATIVA E IMPLEMENTACIÓN E VIDEOJUEGOS (MATVI 2008) organizada este año 2008 por primera vez en Málaga. La idea de organizar estas Jornadas surge con el fin de experimentar con métodos docentes alternativos a los clásicos impuestos en la enseñanza universitaria y con el objetivo de acercar la docencia a lo que se espera de la implantación del espacio europeo de educación superior en la Universidad de Málaga. Estas I jornadas han tenido un objetivo fundamental, el de establecer un marco adecuado de reunión, debate y divulgación para los alumnos de la Escuela Técnica Superior de Ingeniería en Informática (ETSII) sobre temas relacionados con la implementación y creación de videojuegos, y con la matemática recreativa. Estas dos áreas de investigación se encuentran continuamente en desarrollo, y están de alguna forma relacionadas: por una parte, el desarrollo de videojuegos demanda cada vez más un conocimiento profundo de ciencias que modelan fenómenos naturales, como la Matemática y la Física; por otra parte, si el objetivo máximo de un videojuego es el entretenimiento del jugador, podemos encontrar un área de las Matemáticas, concretamente el de la Matemática Recreativa, que se concentra en la obtención de resultados acerca de actividades lúdicas, o bien de resultar entretenida en su práctica. Con la organización de este evento se ha pretendido fomentar tanto el intercambio de experiencias y resultados como la comunicación y cooperación entre alumnos que estén matriculados en las asignaturas Implementación y creación de videojuegos y Matemática recreativa . Esperamos que los alumnos participantes en estas Jornadas no sólo adquirirán los conocimientos propios de la asignatura en la que estén matriculados, sino que además van a trabajar una serie de conocimientos transversales (lo cual está específicamente indicado en las líneas de la implantación del EEES) que no son directamente enseñadas en ninguna de las asignaturas de la carrera que cursan; en concreto nos referimos a que cada alumno (1) tendrá un contacto directo con los contenidos de otra asignatura (sin la presión de tener que aprobar ésta), (2) adquirirá también el conocimiento sobre cómo funciona, parcialmente, el mecanismo de la investigación, ya que estará directamente involucrado en todas las fases que se requieren para la difusión de los resultados en un congreso científic o (lo cual no es enseñado tampoco del contenido curricular del ingeniero en informática), y (3) desarrollará capacidades personales adicionales que surgen de la experiencia de redactar documentos en formato científico con un rigor académico bajo la imposición de unas reglas estrictas de formato y de unas fechas límites que marcarán el ritmo de cada fase del Congreso, y finalmente de la exposición en público (no necesariamente los compañeros del grupo) de su trabajo, el cual posteriormente serán analizado por los asistentes al Congreso y discutido en público. Desde nuestro punto de vista, la experiencia realizada ha sido altamente gratificante pues hemos estado en permanente contacto con los alumnos, estableciendo una comunicación fluida. El resultado han sido unos trabajos de excelente calidad que dan una medida del alto nivel exhibido por nuestros alumnos en la asignatura. Enhorabuena a ellos ¡ Nos gustaría agradecer asimismo a todos aquellas personas que han hecho posible, de una forma u otra la ejecución de las Jornadas. Entre estas personas podemos citar a los alumnos, a los asistentes a las Jornadas, al Director de la Escuela José María Troya y al subdirector de Ordenación Académica Ernesto Pimentel. Las Jornadas son un evento de puertas abiertas y os damos la bienvenida a todos, deseando que este evento enriquezca especialmente a los alumnos y que les deje un grato recuerdo de su paso por la carrera. EL COMITÉ ORGANIZADOR Dr. Antonio J. Fernández Leiva Área de videojuegos Dpto. Lenguajes y Ciencias de la Computación Dr. Pablo Guerrero García Área de matemática recreativa Dpto. Matemática Aplicada PROGRAMA DE LAS JORNADAS (MATVI’08) Día de las Jornadas: Martes, 22 de Enero de 2008 Lugar: Las jornadas se llevarán a cabo en el aula 3.0.10. PROGRAMA SIMPLIFICADO DE LAS JORNADAS • 08:30-09:00. Registro. • 09:00-10:15. Matemática recreativa. • 10:15-10:45. Pausa para un café. • 10:45-11:45. Exposición de Pósters. • 11:45-13:00. Videojuegos (sesión 1) • 13:00-13:15 Descanso • 13:15-14:30. Videojuegos (sesión 2) • 14:30-14.40 Clausura de las Jornadas • 14:40-16:45. Almuerzo oficial de clausura. PROGRAMA EXTENDIDO DE LAS JORNADAS • 08:30-09:00. Registro (AULA 3.0.10). Recogida de documentación y chapa identificativa (necesaria para el almuerzo). • 09:00-10:15. Matemática recreativa . Presentación Oral de trabajos. 9:00-9:15: SOLITARIOS DE CONWAY: EL EJÉRCITO DE PABLITO. Plata Ciezar, José Alejandro; Sánchez Pedrero, Francisco Manuel. 9:15-9:30: KAKURO. García Cívico, Mónica Cristina; Pérez Escudero, Francisco Javier; Oña Gámez, David. 9:30-9:45: RESOLUCIÓN DE SUDOKUS. Martínez González, Rafael; Ruíz Montiel, Manuela; Sebastián Morales, Christian. 9:45-10:00: MODELADO Y RESOLUCIÓN DEL PROBLEMA DE ARCO- COLORACIÓN DE GRAFOS COMPLETOS DE GRADO N USANDO N-1 COLORES. Matesanz Rodríguez, Carlos; Sánchez Mesa, Juan Pablo. 10:00-10:15: LITS. Cortés Parra, José Antonio; Navarro Salva, Elizabeth. • 10:15-10:45. Pausa para un café . • 10:45-11:45. Exposición de Pósters . (Presumiblemente en el aula 3.0.10) Pósters sobre Videojuegos 1. JUEGOS MULTIJUGADOR. Castellanos Ruiz, Daniel 2. CAMPUS PARTY . Escalona Rando, Ernesto 3. LAS SAGAS DE VIDEOJUEGOS . Fontalba Rubia, Rafael 4. JUEGOS ALTERNATIVOS. Martin Chacon, Daniel 5. INTERPLANET . Martínez Fernández Leandro 6. VISIÓN EVOLUTIVA DE LOS COMPLEMENTOS HARDWARE DE LOS VIDEOJUEGOS . Morales Manga, Samuel 7. GÉNERO DE JUEGOS . Ortega Aguilar, Mari Angeles 8. VIDEOJUEGOS: OTRA FORMA DE ENSEÑANZA . O'Valle, Jorge 9. DIFERENCIA SEXUALES EN LOS VIDEOJUEGOS . Romero Garcés, Juan Adrián 10. VIDEOJUEGOS Y CINE . Romero Medina, Francisco Miguel 11. PERSONAJES IMPORTANTES EN LA INDUSTRIA DEL VIDEOJUEGO . Sánchez Ruiz, Jairo 12. LA VIOLENCIA EN LOS VIDEOJUEGOS. Troya Delgado, Álvaro 13. INFLUENCIA DE LOS VIDEOJUEGOS EN LA PERSONALIDAD . Vargas López, Mª Isabel 14. PROGRAMACIÓN ORIENTADA A OBJETOS EN LOS VIDEOJUEGOS. Villada Romero, Luís 15. PRODUCCION DE ANIMACIONES Y CLIPS DE ANIMACION. Sánchez López, Roberto. 16. THE PRINCE OF PERSIA. “EL ALMA DEL GUERRERO”. Carmen Rocóo Pérez Rodríguez. Pósters sobre Matemática Recreativa 17. LIGHTS OUT. Aragüez Rey, Miguel Ángel; Bravo García, Sara; Cañero Sancho, María; Carrasco Farfán, Isabel María; Dorado Ruiz, Paula María. 18. EL CUADRADO MÁGICO . Ramírez Verdugo, Francisco Miguel; Alcalde García, Manuel; Bazaga Fortes, Manuel Jesús. 19. ESTRELLA MÁGICA . Pineda Moreno, Luis Rafael; Cortés Briales, Pablo. 20. PROBLEMA DEL VIAJANTE DE COMERCIO. Rivera Morales, Juan Carlos; Nebrera Cuevas, Carlos; Azcona Padín, José María; Estudillo Ojeda, José. 21. WORD SUMS . Cañete Rodríguez, Juan; Ropero Castillo, Jonás; Núñez Lobato, Juan Carlos. • 11:45-13:00. Videojuegos (sesión 1: Publicidad, salud y géneros). Presentación Oral de trabajos. 11:45-12:00: MARKETING Y PUBLICIDAD EN LOS VIDEOJUEGOS. Alvarez Gutierrez, José Carlos 12:00-12:15 PUBLICIDAD IN-GAME. Rodríguez Fernández, Pablo 12:15-12:30 VIDEOJUEGOS ¿CÓMO AFECTAN A NUESTRA SALUD ?. Estudillo Ojeda, José 12:30-12:45 SURVIVAL HORROR. García Carrillo Alberto 12:45-13:00 CASUAL GAMES. Navas Sánchez, María • 13:00-13:15 Descanso • 13:15-14:30. Videojuegos (sesión 2: Aspectos técnicos ). Presentación de trabajos. 13:15-13:30 TÉCNICAS GRÁFICAS EN VIDEOJUEGOS ACTUALES. De la Fuente Ranea, Benjamín 13:30-13:45 MOTORES GRÁFICOS. Jorge Nuñez De Castro Cobos 13:45-14:00 MÚSICA EN LOS VIDEOJUEGOS. Formoso Pérez, Saúl 14:00-14:15 DESARROLLO DE JUEGOS CON XNA. Paque Martín, Sergio 14:15-14:30 INTRODUCCIÓN A OGRE3D. Tirado Granados, Gonzalo • 14:30-14.40 Clausura de las Jornadas • 14:40-16:45. Almuerzo oficial de clausura (Cafetería de la Escuela). Invitación a los participantes. ÍNDICE DE CONTENDOS MATEMÁTICA RECREATIVA ...............................................................................9 Solitarios de Conway: El Ejército de Pablito .............................................................................11 Kakuro ...........................................................................................................................................13 Resolución de Sudokus .................................................................................................................15
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